From 834de9ba8423f9b3142d33007ffa5b3c67132fc8 Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Thu, 28 Nov 2013 17:59:12 +0100 Subject: [PATCH 01/14] Bunch of implementations --- Code/GamePhysics/GamePhysics.vcxproj.filters | 2 +- Code/GamePhysics/Implementation/Octree.cpp | 60 ++++++++- Code/GamePhysics/Implementation/Octree.h | 10 +- .../Implementation/PhysicsAPI_Impl.cpp | 123 +++++++++++++----- .../Implementation/PhysicsAPI_Impl.h | 4 +- Code/GamePhysics/PhysicsAPI.h | 2 +- 6 files changed, 158 insertions(+), 43 deletions(-) diff --git a/Code/GamePhysics/GamePhysics.vcxproj.filters b/Code/GamePhysics/GamePhysics.vcxproj.filters index 72b83568..694a8ec7 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj.filters +++ b/Code/GamePhysics/GamePhysics.vcxproj.filters @@ -51,7 +51,7 @@ Source Files - Header Files\Implementation + Source Files \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/Octree.cpp b/Code/GamePhysics/Implementation/Octree.cpp index 6a6416b8..baa431da 100644 --- a/Code/GamePhysics/Implementation/Octree.cpp +++ b/Code/GamePhysics/Implementation/Octree.cpp @@ -2,6 +2,9 @@ using namespace Oyster; using namespace Physics; +using namespace ::Utility::DynamicMemory; + +const unsigned int Octree::invalid_ref = ::Utility::Value::numeric_limits::max(); Octree::Octree(unsigned int bufferSize, unsigned char numLayers, Math::Float3 worldSize) { @@ -26,7 +29,7 @@ Octree& Octree::operator=(const Octree& orig) return *this; } -void Octree::AddObject(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef) +void Octree::AddObject(UniquePointer< ICustomBody > customBodyRef) { Data data; //Data* tempPtr = this->worldNode.dataPtr; @@ -54,15 +57,15 @@ void Octree::AddObject(Utility::DynamicMemory::UniquePointer< ICustomBody > cust }*/ } -void Octree::MoveToUpdateQueue(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef) +void Octree::MoveToUpdateQueue(UniquePointer< ICustomBody > customBodyRef) { /*this->leafData[this->mapReferences[customBodyRef]].queueRef = this->updateQueue.size(); this->updateQueue.push_back(&this->leafData[this->mapReferences[customBodyRef]]);*/ } -void Octree::DestroyObject(Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef) +void Octree::DestroyObject(UniquePointer< ICustomBody > customBodyRef) { - std::map::iterator it = this->mapReferences.find(customBodyRef); + std::map::iterator it = this->mapReferences.find(customBodyRef); this->mapReferences.erase(it); @@ -116,4 +119,53 @@ void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction ) ICustomBody* Octree::GetCustomBody(const unsigned int tempRef) { return this->leafData[tempRef].customBodyRef; +} + +UniquePointer Octree::Extract( const ICustomBody* objRef ) +{ // Dan Andersson + auto iter = this->mapReferences.find( objRef ); + if( iter != this->mapReferences.end() ) + { + return this->Extract( iter->second ); + } + else + { + return NULL; + } +} + +UniquePointer Octree::Extract( unsigned int tempRef ) +{ + if( tempRef != Octree::invalid_ref ) + { + //! @todo TODO: implement stub + return NULL; + } + else + { + return NULL; + } +} + +unsigned int Octree::GetTemporaryReferenceOf( const ICustomBody* objRef ) const +{ // Dan Andersson + auto iter = this->mapReferences.find( objRef ); + if( iter != this->mapReferences.end() ) + { + return iter->second; + } + else + { + return Octree::invalid_ref; + } +} + +void Octree::SetAsAltered( unsigned int tempRef ) +{ + //! @todo TODO: implement stub +} + +void Octree::EvaluatePosition( unsigned int tempRef ) +{ + //! @todo TODO: implement stub } \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/Octree.h b/Code/GamePhysics/Implementation/Octree.h index 8d111329..5ef3b0a8 100644 --- a/Code/GamePhysics/Implementation/Octree.h +++ b/Code/GamePhysics/Implementation/Octree.h @@ -15,6 +15,8 @@ namespace Oyster class Octree { public: + static const unsigned int invalid_ref; + typedef void(*VistorAction)(Octree&, unsigned int, unsigned int); struct Data @@ -52,11 +54,17 @@ namespace Oyster ICustomBody* GetCustomBody(const unsigned int tempRef); + ::Utility::DynamicMemory::UniquePointer Extract( const ICustomBody* objRef ); + ::Utility::DynamicMemory::UniquePointer Extract( unsigned int tempRef ); // Dan vill ha + unsigned int GetTemporaryReferenceOf( const ICustomBody* objRef ) const; // Dan vill ha + void SetAsAltered( unsigned int tempRef ); // Dan vill ha + void EvaluatePosition( unsigned int tempRef ); // Dan vill ha + private: std::vector < Data > leafData; std::vector < Data* > updateQueue; - std::map< ICustomBody*, unsigned int > mapReferences; + std::map< const ICustomBody*, unsigned int > mapReferences; OctreeNode worldNode; }; diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 6c9b212a..0374704f 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -42,21 +42,24 @@ API & API::Instance() } API_Impl::API_Impl() - : gravityConstant( Constant::gravity_constant ), - updateFrameLength( 1.0f / 120.0f ), - destructionAction( Default::EventAction_Destruction ) -{} +{ + this->gravityConstant = Constant::gravity_constant; + this->updateFrameLength = 1.0f / 120.0f; + this->destructionAction = Default::EventAction_Destruction; + this->worldScene = Octree(); +} API_Impl::~API_Impl() {} void API_Impl::Init( unsigned int numObjects, unsigned int numGravityWells , const Float3 &worldSize ) { - //! @todo TODO: implement stub + unsigned char numLayers = 4; //!< @todo TODO: calc numLayers from worldSize + this->worldScene = Octree( numObjects, numLayers, worldSize ); } -void API_Impl::SetDeltaTime( float deltaTime ) +void API_Impl::SetFrameTimeLength( float deltaTime ) { - updateFrameLength = deltaTime; + this->updateFrameLength = deltaTime; } void API_Impl::SetGravityConstant( float g ) @@ -98,68 +101,117 @@ void API_Impl::ReleaseFromLimbo( const ICustomBody* objRef ) void API_Impl::AddObject( ::Utility::DynamicMemory::UniquePointer handle ) { - /** @todo TODO: Fix this function.*/ + this->worldScene.AddObject( handle ); } -::Utility::DynamicMemory::UniquePointer API_Impl::ExtractObject( const ICustomBody* objRef ) +UniquePointer API_Impl::ExtractObject( const ICustomBody* objRef ) { - //! @todo TODO: implement stub - return NULL; + return this->worldScene.Extract( objRef ); } void API_Impl::DestroyObject( const ICustomBody* objRef ) { - /** @todo TODO: Fix this function.*/ + UniquePointer object = this->worldScene.Extract( objRef ); + if( object != NULL ) + { + this->destructionAction( object ); + } } void API_Impl::ApplyForceAt( const ICustomBody* objRef, const Float3 &worldPos, const Float3 &worldF ) { - //! @todo TODO: implement stub + unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); + if( tempRef != this->worldScene.invalid_ref ) + { + //this->worldScene.GetCustomBody( tempRef )->Apply //!< @todo TODO: need function + this->worldScene.SetAsAltered( tempRef ); + } } void API_Impl::ApplyCollisionResponse( const ICustomBody* objRefA, const ICustomBody* objRefB, Float &deltaWhen, Float3 &worldPointOfContact ) { - //! @todo TODO: implement stub + unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRefA ); + if( tempRef != this->worldScene.invalid_ref ) + { + //! @todo TODO: implement stub + this->worldScene.SetAsAltered( tempRef ); + } } void API_Impl::SetMomentOfInertiaTensor_KeepVelocity( const ICustomBody* objRef, const Float4x4 &localI ) -{ - //! @todo TODO: implement stub +{ // deprecated + unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); + if( tempRef != this->worldScene.invalid_ref ) + { + this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepVelocity( localI ); + } } void API_Impl::SetMomentOfInertiaTensor_KeepMomentum( const ICustomBody* objRef, const Float4x4 &localI ) -{ - //! @todo TODO: implement stub +{ // deprecated + unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); + if( tempRef != this->worldScene.invalid_ref ) + { + this->worldScene.GetCustomBody( tempRef )->SetMomentOfInertiaTensor_KeepMomentum( localI ); + } } void API_Impl::SetMass_KeepVelocity( const ICustomBody* objRef, Float m ) -{ - //! @todo TODO: implement stub +{ // deprecated + unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); + if( tempRef != this->worldScene.invalid_ref ) + { + this->worldScene.GetCustomBody( tempRef )->SetMass_KeepVelocity( m ); + } } void API_Impl::SetMass_KeepMomentum( const ICustomBody* objRef, Float m ) -{ - //! @todo TODO: implement stub +{ // deprecated + unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); + if( tempRef != this->worldScene.invalid_ref ) + { + this->worldScene.GetCustomBody( tempRef )->SetMass_KeepMomentum( m ); + } } void API_Impl::SetCenter( const ICustomBody* objRef, const Float3 &worldPos ) { - //! @todo TODO: implement stub + unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); + if( tempRef != this->worldScene.invalid_ref ) + { + //this->worldScene.GetCustomBody( tempRef )->Set //!< @todo TODO: need function + this->worldScene.EvaluatePosition( tempRef ); + } } void API_Impl::SetRotation( const ICustomBody* objRef, const Float4x4 &rotation ) { - //! @todo TODO: implement stub + unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); + if( tempRef != this->worldScene.invalid_ref ) + { + this->worldScene.GetCustomBody( tempRef )->SetRotation( rotation ); + this->worldScene.EvaluatePosition( tempRef ); + } } void API_Impl::SetOrientation( const ICustomBody* objRef, const Float4x4 &orientation ) { - //! @todo TODO: implement stub + unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); + if( tempRef != this->worldScene.invalid_ref ) + { + this->worldScene.GetCustomBody( tempRef )->SetOrientation( orientation ); + this->worldScene.EvaluatePosition( tempRef ); + } } void API_Impl::SetSize( const ICustomBody* objRef, const Float3 &size ) { - //! @todo TODO: implement stub + unsigned int tempRef = this->worldScene.GetTemporaryReferenceOf( objRef ); + if( tempRef != this->worldScene.invalid_ref ) + { + this->worldScene.GetCustomBody( tempRef )->SetSize( size ); + this->worldScene.EvaluatePosition( tempRef ); + } } UniquePointer API_Impl::CreateRigidBody( const API::SimpleBodyDescription &desc ) const @@ -172,15 +224,16 @@ UniquePointer API_Impl::CreateRigidBody( const API::SphericalBodyDe return new SphericalRigidBody( desc ); } -namespace Oyster { namespace Physics { namespace Default +namespace Oyster { namespace Physics { + namespace Default + { + void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto ) + { /* Do nothing except allowing the proto uniquePointer destroy itself. */ } - void EventAction_Destruction( ::Utility::DynamicMemory::UniquePointer<::Oyster::Physics::ICustomBody> proto ) - { /* Do nothing except allowing the proto uniquePointer destroy itself. */ } - - ::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter ) - { /* Do nothing except returning business as usual. */ - return ::Oyster::Physics::ICustomBody::SubscriptMessage_none; + ::Oyster::Physics::ICustomBody::SubscriptMessage EventAction_Collision( const ::Oyster::Physics::ICustomBody *proto, const ::Oyster::Physics::ICustomBody *deuter ) + { /* Do nothing except returning business as usual. */ + return ::Oyster::Physics::ICustomBody::SubscriptMessage_none; + } } - -} } } \ No newline at end of file +} } \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h index 7d6858f0..5de9c05a 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.h @@ -2,6 +2,7 @@ #define PHYSICS_API_IMPL_H #include "../PhysicsAPI.h" +#include "Octree.h" namespace Oyster { @@ -15,7 +16,7 @@ namespace Oyster void Init( unsigned int numObjects, unsigned int numGravityWells , const ::Oyster::Math::Float3 &worldSize ); - void SetDeltaTime( float deltaTime ); + void SetFrameTimeLength( float deltaTime ); void SetGravityConstant( float g ); void SetSubscription( EventAction_Destruction functionPointer ); @@ -47,6 +48,7 @@ namespace Oyster private: ::Oyster::Math::Float gravityConstant, updateFrameLength; EventAction_Destruction destructionAction; + Octree worldScene; }; namespace Default diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index 6cba993c..5d44b695 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -64,7 +64,7 @@ namespace Oyster /******************************************************** * Sets the time length of each physics update frame. ********************************************************/ - virtual void SetDeltaTime( float seconds ) = 0; + virtual void SetFrameTimeLength( float seconds ) = 0; /******************************************************** * Sets the Gravityconstant in the physics that will be From 14b1f20b87a21e4a3386b79f69e603f124310766 Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Thu, 28 Nov 2013 18:05:19 +0100 Subject: [PATCH 02/14] minor compilation error fix Forgot that UniquePointer had a special operator for checking if it is not NULL >.< --- Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 0374704f..ed8f8eed 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -112,7 +112,7 @@ UniquePointer API_Impl::ExtractObject( const ICustomBody* objRef ) void API_Impl::DestroyObject( const ICustomBody* objRef ) { UniquePointer object = this->worldScene.Extract( objRef ); - if( object != NULL ) + if( object ) { this->destructionAction( object ); } From 255a0b0070ed94ec38a8097b97f76085791febed Mon Sep 17 00:00:00 2001 From: Robin Engman Date: Fri, 29 Nov 2013 09:03:37 +0100 Subject: [PATCH 03/14] Added overloads for visitor and sample functions They now have an overload for accepting ICollideable --- Code/GamePhysics/Implementation/Octree.cpp | 34 ++++++++++++++++++---- Code/GamePhysics/Implementation/Octree.h | 4 ++- 2 files changed, 31 insertions(+), 7 deletions(-) diff --git a/Code/GamePhysics/Implementation/Octree.cpp b/Code/GamePhysics/Implementation/Octree.cpp index baa431da..70d2842a 100644 --- a/Code/GamePhysics/Implementation/Octree.cpp +++ b/Code/GamePhysics/Implementation/Octree.cpp @@ -72,15 +72,13 @@ void Octree::DestroyObject(UniquePointer< ICustomBody > customBodyRef) this->leafData.erase(this->leafData.begin() + this->leafData[this->mapReferences[customBodyRef]].queueRef); } -std::vector Octree::Sample(ICustomBody* customBodyRef) +std::vector& Octree::Sample(ICustomBody* customBodyRef, std::vector& updateList) { - std::vector list; - auto object = this->mapReferences.find(customBodyRef); if(object == this->mapReferences.end()) { - return list; + return updateList; } unsigned int tempRef = object->second; @@ -89,11 +87,24 @@ std::vector Octree::Sample(ICustomBody* customBodyRef) { if(tempRef != i) if(this->leafData[tempRef].container.Intersects(this->leafData[i].container)) { - list.push_back(this->leafData[i].customBodyRef); + updateList.push_back(this->leafData[i].customBodyRef); } } - return list; + return updateList; +} + +std::vector& Octree::Sample(::Collision3D::ICollideable* collideable, std::vector& updateList) +{ + for(unsigned int i = 0; ileafData.size(); i++) + { + if(this->leafData[i].container.Intersects(*collideable)) + { + updateList.push_back(this->leafData[i].customBodyRef); + } + } + + return updateList; } void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction ) @@ -116,6 +127,17 @@ void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction ) } } +void Octree::Visit(::Collision3D::ICollideable* collideable, VistorAction hitAction) +{ + for(unsigned int i = 0; ileafData.size(); i++) + { + if(this->leafData[i].container.Intersects(*collideable)) + { + //hitAction(*this, tempRef, i); // @todo TODO: Add typedef to handle function calls with ICollideable + } + } +} + ICustomBody* Octree::GetCustomBody(const unsigned int tempRef) { return this->leafData[tempRef].customBodyRef; diff --git a/Code/GamePhysics/Implementation/Octree.h b/Code/GamePhysics/Implementation/Octree.h index 5ef3b0a8..6340fa58 100644 --- a/Code/GamePhysics/Implementation/Octree.h +++ b/Code/GamePhysics/Implementation/Octree.h @@ -49,8 +49,10 @@ namespace Oyster void DestroyObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef); - std::vector Sample(ICustomBody* customBodyRef); + std::vector& Sample(ICustomBody* customBodyRef, std::vector& updateList); + std::vector& Sample(Oyster::Collision3D::ICollideable* collideable, std::vector& updateList); void Visit(ICustomBody* customBodyRef, VistorAction hitAction ); + void Visit(Oyster::Collision3D::ICollideable* collideable, VistorAction hitAction ); ICustomBody* GetCustomBody(const unsigned int tempRef); From bddc3acad2dcc6a55b6bc7f1413d207d7bea6d7e Mon Sep 17 00:00:00 2001 From: Robin Engman Date: Fri, 29 Nov 2013 09:07:52 +0100 Subject: [PATCH 04/14] Changed from pointer to reference Did it in sample and visit functions --- Code/GamePhysics/Implementation/Octree.cpp | 8 ++++---- Code/GamePhysics/Implementation/Octree.h | 4 ++-- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/Code/GamePhysics/Implementation/Octree.cpp b/Code/GamePhysics/Implementation/Octree.cpp index 70d2842a..1da6045b 100644 --- a/Code/GamePhysics/Implementation/Octree.cpp +++ b/Code/GamePhysics/Implementation/Octree.cpp @@ -94,11 +94,11 @@ std::vector& Octree::Sample(ICustomBody* customBodyRef, std::vecto return updateList; } -std::vector& Octree::Sample(::Collision3D::ICollideable* collideable, std::vector& updateList) +std::vector& Octree::Sample(const Oyster::Collision3D::ICollideable& collideable, std::vector& updateList) { for(unsigned int i = 0; ileafData.size(); i++) { - if(this->leafData[i].container.Intersects(*collideable)) + if(this->leafData[i].container.Intersects(collideable)) { updateList.push_back(this->leafData[i].customBodyRef); } @@ -127,11 +127,11 @@ void Octree::Visit(ICustomBody* customBodyRef, VistorAction hitAction ) } } -void Octree::Visit(::Collision3D::ICollideable* collideable, VistorAction hitAction) +void Octree::Visit(const Oyster::Collision3D::ICollideable& collideable, VistorAction hitAction) { for(unsigned int i = 0; ileafData.size(); i++) { - if(this->leafData[i].container.Intersects(*collideable)) + if(this->leafData[i].container.Intersects(collideable)) { //hitAction(*this, tempRef, i); // @todo TODO: Add typedef to handle function calls with ICollideable } diff --git a/Code/GamePhysics/Implementation/Octree.h b/Code/GamePhysics/Implementation/Octree.h index 6340fa58..96631605 100644 --- a/Code/GamePhysics/Implementation/Octree.h +++ b/Code/GamePhysics/Implementation/Octree.h @@ -50,9 +50,9 @@ namespace Oyster void DestroyObject(::Utility::DynamicMemory::UniquePointer< ICustomBody > customBodyRef); std::vector& Sample(ICustomBody* customBodyRef, std::vector& updateList); - std::vector& Sample(Oyster::Collision3D::ICollideable* collideable, std::vector& updateList); + std::vector& Sample(const Oyster::Collision3D::ICollideable& collideable, std::vector& updateList); void Visit(ICustomBody* customBodyRef, VistorAction hitAction ); - void Visit(Oyster::Collision3D::ICollideable* collideable, VistorAction hitAction ); + void Visit(const Oyster::Collision3D::ICollideable& collideable, VistorAction hitAction ); ICustomBody* GetCustomBody(const unsigned int tempRef); From e4476f7757a79de5fee9ade50bf674584cbc5e4b Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Tue, 3 Dec 2013 15:11:13 +0100 Subject: [PATCH 05/14] Added function for ICustomBody void ICustomBody::SetMomentum( const ::Oyster::Math::Float3 &worldG ) - Added and implemented --- Code/GamePhysics/Implementation/SimpleRigidBody.cpp | 5 +++++ Code/GamePhysics/Implementation/SimpleRigidBody.h | 1 + Code/GamePhysics/Implementation/SphericalRigidBody.cpp | 5 +++++ Code/GamePhysics/Implementation/SphericalRigidBody.h | 1 + Code/GamePhysics/PhysicsAPI.h | 6 ++++++ 5 files changed, 18 insertions(+) diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp index 70bc6938..ea75ffe3 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp @@ -177,4 +177,9 @@ void SimpleRigidBody::SetOrientation( const Float4x4 &orientation ) void SimpleRigidBody::SetSize( const Float3 &size ) { this->rigid.SetSize( size ); +} + +void SimpleRigidBody::SetMomentum( const Float3 &worldG ) +{ + this->rigid.SetLinearMomentum( worldG ); } \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.h b/Code/GamePhysics/Implementation/SimpleRigidBody.h index a674a20d..5e05c9d7 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.h @@ -41,6 +41,7 @@ namespace Oyster { namespace Physics void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ); void SetSize( const ::Oyster::Math::Float3 &size ); + void SetMomentum( const ::Oyster::Math::Float3 &worldG ); private: ::Oyster::Physics3D::RigidBody rigid; diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp index c741a68a..03ed7d2a 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp @@ -183,4 +183,9 @@ void SphericalRigidBody::SetSize( const Float3 &size ) { this->rigid.SetSize( size ); this->body.radius = 0.5f * Min( Min( size.x, size.y ), size.z ); // inline Min( FloatN )? +} + +void SphericalRigidBody::SetMomentum( const Float3 &worldG ) +{ + this->rigid.SetLinearMomentum( worldG ); } \ No newline at end of file diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.h b/Code/GamePhysics/Implementation/SphericalRigidBody.h index 37263e91..a25cba2c 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.h +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.h @@ -42,6 +42,7 @@ namespace Oyster { namespace Physics void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); void SetOrientation( const ::Oyster::Math::Float4x4 &orientation ); void SetSize( const ::Oyster::Math::Float3 &size ); + void SetMomentum( const ::Oyster::Math::Float3 &worldG ); private: ::Oyster::Physics3D::RigidBody rigid; diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index 29014214..56e46817 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -390,6 +390,12 @@ namespace Oyster * Use API::SetSize(...) ********************************************************/ virtual void SetSize( const ::Oyster::Math::Float3 &size ) = 0; + + /******************************************************** + * To not be called if is in Engine + * Use API::?? @todo TODO: + ********************************************************/ + virtual void SetMomentum( const ::Oyster::Math::Float3 &worldG ) = 0; }; struct API::SimpleBodyDescription From b03e9af027620da96eaee49bc8d2c0f3726efd21 Mon Sep 17 00:00:00 2001 From: Robin Engman Date: Wed, 4 Dec 2013 09:51:48 +0100 Subject: [PATCH 06/14] Fixed octree and API Rewrote AddObject function in octree and OnPossibleCollision in PhysocsAPI_Impl --- Code/GamePhysics/Implementation/Octree.cpp | 2 +- Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Code/GamePhysics/Implementation/Octree.cpp b/Code/GamePhysics/Implementation/Octree.cpp index 1da6045b..4da48863 100644 --- a/Code/GamePhysics/Implementation/Octree.cpp +++ b/Code/GamePhysics/Implementation/Octree.cpp @@ -39,7 +39,7 @@ void Octree::AddObject(UniquePointer< ICustomBody > customBodyRef) data.next = NULL; data.prev = NULL; data.customBodyRef = customBodyRef; - this->mapReferences.insert(std::pair (customBodyRef, this->leafData.size())); + this->mapReferences.insert(std::pair (data.customBodyRef, this->leafData.size())); this->leafData.push_back(data); /*if(tempPtr != NULL) diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 3d3080da..447a6c68 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -20,7 +20,7 @@ namespace float deltaWhen; Float3 worldWhere; - if( deuter->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) ) + if( proto->Intersects(*deuter, 1.0f, deltaWhen, worldWhere) ) { proto->CallSubscription( proto, deuter ); } From 1d94ed0ddcccde9ffa22b3342dd42ab0029519c2 Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Wed, 4 Dec 2013 11:30:56 +0100 Subject: [PATCH 07/14] Fixed MomentOfInertia methods --- .../Implementation/PhysicsAPI_Impl.cpp | 20 +++++++++---------- Code/GamePhysics/PhysicsAPI.h | 12 +++++------ 2 files changed, 16 insertions(+), 16 deletions(-) diff --git a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp index 447a6c68..46b3369c 100644 --- a/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp +++ b/Code/GamePhysics/Implementation/PhysicsAPI_Impl.cpp @@ -27,29 +27,29 @@ namespace } } -Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius) +Float4x4 & MomentOfInertia::CreateSphereMatrix( const Float mass, const Float radius, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::Sphere(mass, radius); + return targetMem = Formula::MomentOfInertia::Sphere(mass, radius); } -Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius) +Float4x4 & MomentOfInertia::CreateHollowSphereMatrix( const Float mass, const Float radius, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::HollowSphere(mass, radius); + return targetMem = Formula::MomentOfInertia::HollowSphere(mass, radius); } -Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth ) +Float4x4 & MomentOfInertia::CreateCuboidMatrix( const Float mass, const Float height, const Float width, const Float depth, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::Cuboid(mass, height, width, depth); + return targetMem = Formula::MomentOfInertia::Cuboid(mass, height, width, depth); } -Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius ) +Float4x4 & MomentOfInertia::CreateCylinderMatrix( const Float mass, const Float height, const Float radius, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::Cylinder(mass, height, radius); + return targetMem = Formula::MomentOfInertia::Cylinder(mass, height, radius); } -Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length ) +Float4x4 & MomentOfInertia::CreateRodMatrix( const Float mass, const Float length, ::Oyster::Math::Float4x4 &targetMem ) { - return Formula::MomentOfInertia::RodCenter(mass, length); + return targetMem = Formula::MomentOfInertia::RodCenter(mass, length); } API & API::Instance() diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index 56e46817..cd720abd 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -1,4 +1,4 @@ -#ifndef PHYSICS_API_H + #ifndef PHYSICS_API_H #define PHYSICS_API_H #include "OysterCollision3D.h" @@ -31,15 +31,15 @@ namespace Oyster class PHYSICS_DLL_USAGE MomentOfInertia { public: - static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); + static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); - static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius); + static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); - static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth ); + static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); - static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius ); + static ::Oyster::Math::Float4x4 & CreateCylinderMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); - static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length ); + static ::Oyster::Math::Float4x4 & CreateRodMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float length, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); }; class PHYSICS_DLL_USAGE API From 080bbf68fdfece5ed2ad184c9018682e065ef1bc Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Wed, 4 Dec 2013 11:42:11 +0100 Subject: [PATCH 08/14] Collideables fixed Missing returns --- Code/OysterPhysics3D/Point.cpp | 2 +- Code/OysterPhysics3D/Ray.cpp | 2 +- Code/OysterPhysics3D/Sphere.cpp | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Code/OysterPhysics3D/Point.cpp b/Code/OysterPhysics3D/Point.cpp index cf1186c9..d81c91a3 100644 --- a/Code/OysterPhysics3D/Point.cpp +++ b/Code/OysterPhysics3D/Point.cpp @@ -38,7 +38,7 @@ bool Point::Intersects( const ICollideable &target ) const case Type_universe: return true; case Type_point: return Utility::Intersect( *this, *(Point*)&target ); case Type_ray: return Utility::Intersect( *(Ray*)&target, *this, ((Ray*)&target)->collisionDistance ); - case Type_sphere: Utility::Intersect( *(Sphere*)&target, *this ); + case Type_sphere: return Utility::Intersect( *(Sphere*)&target, *this ); case Type_plane: return Utility::Intersect( *(Plane*)&target, *this ); //case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this ); diff --git a/Code/OysterPhysics3D/Ray.cpp b/Code/OysterPhysics3D/Ray.cpp index 09fb13ec..79e4dbd5 100644 --- a/Code/OysterPhysics3D/Ray.cpp +++ b/Code/OysterPhysics3D/Ray.cpp @@ -60,7 +60,7 @@ bool Ray::Contains( const ICollideable &target ) const switch( target.type ) { case Type_point: return Utility::Intersect( *this, *(Point*)&target, this->collisionDistance ); - case Type_ray: Utility::Contains( *this, *(Ray*)&target ); + case Type_ray: return Utility::Contains( *this, *(Ray*)&target ); default: return false; } } \ No newline at end of file diff --git a/Code/OysterPhysics3D/Sphere.cpp b/Code/OysterPhysics3D/Sphere.cpp index 0cc8bc3b..4f6f76f7 100644 --- a/Code/OysterPhysics3D/Sphere.cpp +++ b/Code/OysterPhysics3D/Sphere.cpp @@ -35,7 +35,7 @@ bool Sphere::Intersects( const ICollideable &target ) const case Type_universe: return true; case Type_point: return Utility::Intersect( *this, *(Point*)&target ); case Type_ray: return Utility::Intersect( *this, *(Ray*)&target, ((Ray*)&target)->collisionDistance ); - case Type_sphere: Utility::Intersect( *this, *(Sphere*)&target ); + case Type_sphere: return Utility::Intersect( *this, *(Sphere*)&target ); case Type_plane: return Utility::Intersect( *(Plane*)&target, *this ); // case Type_triangle: return false; // TODO: case Type_box_axis_aligned: return Utility::Intersect( *(BoxAxisAligned*)&target, *this ); From 202ee23b252627be7edf9f3cc37023c33042a18d Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Wed, 4 Dec 2013 11:49:33 +0100 Subject: [PATCH 09/14] Octtree::leafData Container should be kept updated now --- Code/GamePhysics/Implementation/Octree.cpp | 1 + 1 file changed, 1 insertion(+) diff --git a/Code/GamePhysics/Implementation/Octree.cpp b/Code/GamePhysics/Implementation/Octree.cpp index 4da48863..b841b49d 100644 --- a/Code/GamePhysics/Implementation/Octree.cpp +++ b/Code/GamePhysics/Implementation/Octree.cpp @@ -184,6 +184,7 @@ unsigned int Octree::GetTemporaryReferenceOf( const ICustomBody* objRef ) const void Octree::SetAsAltered( unsigned int tempRef ) { + this->leafData[tempRef].container = this->leafData[tempRef].customBodyRef->GetBoundingSphere(); //! @todo TODO: implement stub } From e0adc0ae93d7c8d33c23f6c1ee7dc7dfeb8a2f3e Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Wed, 4 Dec 2013 13:52:07 +0100 Subject: [PATCH 10/14] Sphere Vs Box collision detect fix --- Code/OysterPhysics3D/OysterCollision3D.cpp | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) diff --git a/Code/OysterPhysics3D/OysterCollision3D.cpp b/Code/OysterPhysics3D/OysterCollision3D.cpp index 131cad62..95c56f81 100644 --- a/Code/OysterPhysics3D/OysterCollision3D.cpp +++ b/Code/OysterPhysics3D/OysterCollision3D.cpp @@ -393,8 +393,8 @@ namespace Oyster { namespace Collision3D { namespace Utility bool Intersect( const BoxAxisAligned &box, const Sphere &sphere ) { // by Dan Andersson - Float3 e = Max( box.minVertex - sphere.center, Float3::null ); - e += Max( sphere.center - box.maxVertex, Float3::null ); + Float4 e = Max( Float4(box.minVertex - sphere.center, 0.0f), Float4::null ); + e += Max( Float4(sphere.center - box.maxVertex, 0.0f), Float4::null ); if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false; return true; @@ -459,12 +459,13 @@ namespace Oyster { namespace Collision3D { namespace Utility bool Intersect( const Box &box, const Sphere &sphere ) { // by Dan Andersson - Float3 e = sphere.center - box.center, - centerL = Float3( e.Dot(box.xAxis), e.Dot(box.yAxis), e.Dot(box.zAxis) ); - - e = Max( (box.boundingOffset + centerL)*=-1.0f, Float3::null ); - e += Max( centerL - box.boundingOffset, Float3::null ); - + Float4 vCenter = Float4( sphere.center - box.center, 1.0f ); // sphere's center in the box's view space + vCenter = InverseRotationMatrix( box.rotation ) * vCenter; + vCenter.w = 0.0f; + + Float4 e = Max( Float4(-box.boundingOffset, 0.0f) - vCenter, Float4::null ); + e += Max( vCenter - Float4(-box.boundingOffset, 0.0f), Float4::null ); + if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false; return true; } From 7ad60969fc24912293276b04070c80f0cb55215b Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Wed, 4 Dec 2013 14:12:06 +0100 Subject: [PATCH 11/14] Sphere Vs Box collision detect fix second ed. ... Works now! :3 --- Code/OysterPhysics3D/OysterCollision3D.cpp | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/Code/OysterPhysics3D/OysterCollision3D.cpp b/Code/OysterPhysics3D/OysterCollision3D.cpp index 95c56f81..5df9761c 100644 --- a/Code/OysterPhysics3D/OysterCollision3D.cpp +++ b/Code/OysterPhysics3D/OysterCollision3D.cpp @@ -459,12 +459,11 @@ namespace Oyster { namespace Collision3D { namespace Utility bool Intersect( const Box &box, const Sphere &sphere ) { // by Dan Andersson - Float4 vCenter = Float4( sphere.center - box.center, 1.0f ); // sphere's center in the box's view space - vCenter = InverseRotationMatrix( box.rotation ) * vCenter; - vCenter.w = 0.0f; + // center: sphere's center in the box's view space + Float4 center = TransformVector( InverseRotationMatrix(box.rotation), Float4(sphere.center - box.center, 0.0f) ); - Float4 e = Max( Float4(-box.boundingOffset, 0.0f) - vCenter, Float4::null ); - e += Max( vCenter - Float4(-box.boundingOffset, 0.0f), Float4::null ); + Float4 e = Max( Float4(-box.boundingOffset, 0.0f) - center, Float4::null ); + e += Max( center - Float4(box.boundingOffset, 0.0f), Float4::null ); if( e.Dot(e) > (sphere.radius * sphere.radius) ) return false; return true; From d0936f9133319fdb6edd109e8fefa16d15bd3c8b Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Wed, 4 Dec 2013 14:22:25 +0100 Subject: [PATCH 12/14] InverseRotationMatrix fixed Compiler overstepping its bound, doing whatever it wants. --- Code/OysterMath/OysterMath.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Code/OysterMath/OysterMath.cpp b/Code/OysterMath/OysterMath.cpp index a82658ee..421ebc0b 100644 --- a/Code/OysterMath/OysterMath.cpp +++ b/Code/OysterMath/OysterMath.cpp @@ -103,7 +103,8 @@ namespace Oyster { namespace Math3D Float4x4 & InverseRotationMatrix( const Float4x4 &rotation, Float4x4 &targetMem ) { - return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation ); +// return targetMem = ::LinearAlgebra3D::InverseRotationMatrix( rotation ); + return targetMem = rotation.GetTranspose(); } Float4x4 & OrientationMatrix( const Float3x3 &rotation, const Float3 &translation, Float4x4 &targetMem ) From 5835a72acc3d1ca18f037b4fdeaf982025e867ff Mon Sep 17 00:00:00 2001 From: Dander7BD Date: Fri, 6 Dec 2013 09:46:30 +0100 Subject: [PATCH 13/14] Setstruct introduction done Can be found as: Physics::Struct::CustomBodyState Physics::ICustomBody::State Is all inline thus no expensive API calls, as intended. Will be expanded to move API call methods from Physics::ICustomBody to it. --- Code/GamePhysics/GamePhysics.vcxproj | 14 +++ Code/GamePhysics/GamePhysics.vcxproj.filters | 6 + .../Implementation/SimpleRigidBody.cpp | 17 +++ .../Implementation/SimpleRigidBody.h | 4 + .../Implementation/SphericalRigidBody.cpp | 17 +++ .../Implementation/SphericalRigidBody.h | 4 + Code/GamePhysics/PhysicsAPI.h | 78 +++++------- Code/GamePhysics/PhysicsStructs-Impl.h | 117 ++++++++++++++++++ Code/GamePhysics/PhysicsStructs.h | 70 +++++++++++ Code/OysterMath/LinearMath.h | 57 ++++++++- Code/OysterMath/OysterMath.cpp | 35 +++++- Code/OysterMath/OysterMath.h | 9 ++ 12 files changed, 373 insertions(+), 55 deletions(-) create mode 100644 Code/GamePhysics/PhysicsStructs-Impl.h create mode 100644 Code/GamePhysics/PhysicsStructs.h diff --git a/Code/GamePhysics/GamePhysics.vcxproj b/Code/GamePhysics/GamePhysics.vcxproj index 540002a1..06e64fd1 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj +++ b/Code/GamePhysics/GamePhysics.vcxproj @@ -91,9 +91,12 @@ Disabled $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true + + @@ -102,9 +105,12 @@ Disabled $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true + + @@ -115,11 +121,14 @@ true $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true true true + + @@ -130,11 +139,14 @@ true $(SolutionDir)Misc;$(SolutionDir)OysterMath;$(SolutionDir)OysterPhysics3D;%(AdditionalIncludeDirectories) _WINDLL;PHYSICS_DLL_EXPORT;%(PreprocessorDefinitions) + false true true true + + @@ -154,6 +166,8 @@ + + diff --git a/Code/GamePhysics/GamePhysics.vcxproj.filters b/Code/GamePhysics/GamePhysics.vcxproj.filters index 694a8ec7..15221691 100644 --- a/Code/GamePhysics/GamePhysics.vcxproj.filters +++ b/Code/GamePhysics/GamePhysics.vcxproj.filters @@ -36,6 +36,12 @@ Header Files\Implementation + + Header Files\Include + + + Header Files\Include + diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp index ea75ffe3..934c843f 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.cpp @@ -42,6 +42,23 @@ UniquePointer SimpleRigidBody::Clone() const return new SimpleRigidBody( *this ); } +SimpleRigidBody::State SimpleRigidBody::GetState() const +{ + return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +SimpleRigidBody::State & SimpleRigidBody::GetState( SimpleRigidBody::State &targetMem ) const +{ + return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +void SimpleRigidBody::SetState( const SimpleRigidBody::State &state ) +{ /** @todo TODO: temporary solution! Need to know it's occtree */ + this->rigid.box.boundingOffset = state.GetReach(); + this->rigid.box.center = state.GetCenterPosition(); + this->rigid.box.rotation = state.GetRotation(); +} + void SimpleRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) { this->collisionAction( proto, deuter ); diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.h b/Code/GamePhysics/Implementation/SimpleRigidBody.h index 5e05c9d7..774420c5 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.h @@ -15,6 +15,10 @@ namespace Oyster { namespace Physics ::Utility::DynamicMemory::UniquePointer Clone() const; + State GetState() const; + State & GetState( State &targetMem ) const; + void SetState( const State &state ); + void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); bool IsAffectedByGravity() const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const; diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp index 03ed7d2a..34160192 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp @@ -44,6 +44,23 @@ UniquePointer SphericalRigidBody::Clone() const return new SphericalRigidBody( *this ); } +SphericalRigidBody::State SphericalRigidBody::GetState() const +{ + return State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +SphericalRigidBody::State & SphericalRigidBody::GetState( SphericalRigidBody::State &targetMem ) const +{ + return targetMem = State( this->rigid.box.boundingOffset, this->rigid.box.center, AngularAxis(this->rigid.box.rotation).xyz ); +} + +void SphericalRigidBody::SetState( const SphericalRigidBody::State &state ) +{ /** @todo TODO: temporary solution! Need to know it's occtree */ + this->rigid.box.boundingOffset = state.GetReach(); + this->rigid.box.center = state.GetCenterPosition(); + this->rigid.box.rotation = state.GetRotation(); +} + void SphericalRigidBody::CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) { this->collisionAction( proto, deuter ); diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.h b/Code/GamePhysics/Implementation/SphericalRigidBody.h index a25cba2c..1aca514d 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.h +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.h @@ -16,6 +16,10 @@ namespace Oyster { namespace Physics ::Utility::DynamicMemory::UniquePointer Clone() const; + State GetState() const; + State & GetState( State &targetMem = State() ) const; + void SetState( const State &state ); + void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); bool IsAffectedByGravity() const; bool Intersects( const ICustomBody &object, ::Oyster::Math::Float timeStepLength, ::Oyster::Math::Float &deltaWhen, ::Oyster::Math::Float3 &worldPointOfContact ) const; diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index cd720abd..387bf0e6 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -1,4 +1,4 @@ - #ifndef PHYSICS_API_H +#ifndef PHYSICS_API_H #define PHYSICS_API_H #include "OysterCollision3D.h" @@ -17,6 +17,13 @@ namespace Oyster class API; class ICustomBody; + namespace Struct + { + struct SimpleBodyDescription; + struct SphericalBodyDescription; + struct CustomBodyState; + } + enum UpdateState { UpdateState_resting, @@ -32,7 +39,7 @@ namespace Oyster { public: static ::Oyster::Math::Float4x4 & CreateSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); - + static ::Oyster::Math::Float4x4 & CreateHollowSphereMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float radius, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); static ::Oyster::Math::Float4x4 & CreateCuboidMatrix( const ::Oyster::Math::Float mass, const ::Oyster::Math::Float height, const ::Oyster::Math::Float width, const ::Oyster::Math::Float depth, ::Oyster::Math::Float4x4 &targetMem = ::Oyster::Math::Float4x4() ); @@ -45,8 +52,8 @@ namespace Oyster class PHYSICS_DLL_USAGE API { public: - struct SimpleBodyDescription; - struct SphericalBodyDescription; + typedef Struct::SimpleBodyDescription SimpleBodyDescription; + typedef Struct::SphericalBodyDescription SphericalBodyDescription; typedef void (*EventAction_Destruction)( ::Utility::DynamicMemory::UniquePointer proto ); @@ -237,6 +244,9 @@ namespace Oyster }; typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter ); + typedef Struct::SimpleBodyDescription SimpleBodyDescription; + typedef Struct::SphericalBodyDescription SphericalBodyDescription; + typedef Struct::CustomBodyState State; virtual ~ICustomBody() {}; @@ -251,6 +261,21 @@ namespace Oyster ********************************************************/ virtual void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ) = 0; + /******************************************************** + * @todo TODO: need doc + ********************************************************/ + virtual State GetState() const = 0; + + /******************************************************** + * @todo TODO: need doc + ********************************************************/ + virtual State & GetState( State &targetMem ) const = 0; + + /******************************************************** + * @todo TODO: need doc + ********************************************************/ + virtual void SetState( const State &state ) = 0; + /******************************************************** * @return true if Engine should apply gravity on this object. ********************************************************/ @@ -397,48 +422,9 @@ namespace Oyster ********************************************************/ virtual void SetMomentum( const ::Oyster::Math::Float3 &worldG ) = 0; }; - - struct API::SimpleBodyDescription - { - ::Oyster::Math::Float4x4 rotation; - ::Oyster::Math::Float3 centerPosition; - ::Oyster::Math::Float3 size; - ::Oyster::Math::Float mass; - ::Oyster::Math::Float4x4 inertiaTensor; - ICustomBody::EventAction_Collision subscription; - bool ignoreGravity; - - SimpleBodyDescription() - { - this->rotation = ::Oyster::Math::Float4x4::identity; - this->centerPosition = ::Oyster::Math::Float3::null; - this->size = ::Oyster::Math::Float3( 1.0f ); - this->mass = 12.0f; - this->inertiaTensor = ::Oyster::Math::Float4x4::identity; - this->subscription = NULL; - this->ignoreGravity = false; - } - }; - - struct API::SphericalBodyDescription - { - ::Oyster::Math::Float4x4 rotation; - ::Oyster::Math::Float3 centerPosition; - ::Oyster::Math::Float radius; - ::Oyster::Math::Float mass; - ICustomBody::EventAction_Collision subscription; - bool ignoreGravity; - - SphericalBodyDescription() - { - this->rotation = ::Oyster::Math::Float4x4::identity; - this->centerPosition = ::Oyster::Math::Float3::null; - this->radius = 0.5f; - this->mass = 10.0f; - this->subscription = NULL; - this->ignoreGravity = false; - } - }; } } + +#include "PhysicsStructs.h" + #endif \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsStructs-Impl.h b/Code/GamePhysics/PhysicsStructs-Impl.h new file mode 100644 index 00000000..3de46ee2 --- /dev/null +++ b/Code/GamePhysics/PhysicsStructs-Impl.h @@ -0,0 +1,117 @@ +#ifndef PHYSICS_STRUCTS_IMPL_H +#define PHYSICS_STRUCTS_IMPL_H + +#include "PhysicsStructs.h" + +namespace Oyster { namespace Physics +{ + namespace Struct + { + inline SimpleBodyDescription::SimpleBodyDescription() + { + this->rotation = ::Oyster::Math::Float4x4::identity; + this->centerPosition = ::Oyster::Math::Float3::null; + this->size = ::Oyster::Math::Float3( 1.0f ); + this->mass = 12.0f; + this->inertiaTensor = ::Oyster::Math::Float4x4::identity; + this->subscription = NULL; + this->ignoreGravity = false; + } + + inline SphericalBodyDescription::SphericalBodyDescription() + { + this->rotation = ::Oyster::Math::Float4x4::identity; + this->centerPosition = ::Oyster::Math::Float3::null; + this->radius = 0.5f; + this->mass = 10.0f; + this->subscription = NULL; + this->ignoreGravity = false; + } + + + inline CustomBodyState::CustomBodyState( const ::Oyster::Math::Float3 &reach, const ::Oyster::Math::Float3 ¢erPos, const ::Oyster::Math::Float3 &rotation ) + { + this->reach = ::Oyster::Math::Float4( reach, 0.0f ); + this->centerPos = ::Oyster::Math::Float4( centerPos, 1.0f ); + this->angularAxis = ::Oyster::Math::Float4( rotation, 0.0f ); + this->isSpatiallyAltered = this->isDisturbed = false; + } + + inline CustomBodyState & CustomBodyState::operator = ( const CustomBodyState &state ) + { + this->reach = state.reach; + this->centerPos = state.centerPos; + this->angularAxis = state.angularAxis; + + this->isSpatiallyAltered = state.isSpatiallyAltered; + this->isDisturbed = state.isDisturbed; + return *this; + } + + inline const ::Oyster::Math::Float4 & CustomBodyState::GetReach() const + { + return this->reach; + } + + inline ::Oyster::Math::Float4 CustomBodyState::GetSize() const + { + return 2.0f * this->GetReach(); + } + + inline const ::Oyster::Math::Float4 & CustomBodyState::GetCenterPosition() const + { + return this->centerPos; + } + + inline const ::Oyster::Math::Float4 & CustomBodyState::GetAngularAxis() const + { + return this->angularAxis; + } + + inline ::Oyster::Math::Float4x4 CustomBodyState::GetRotation() const + { + return ::Oyster::Math3D::RotationMatrix( this->GetAngularAxis().xyz ); + } + + inline void CustomBodyState::SetSize( const ::Oyster::Math::Float3 &size ) + { + this->SetReach( 0.5f * size ); + } + + inline void CustomBodyState::SetReach( const ::Oyster::Math::Float3 &halfSize ) + { + this->reach.xyz = halfSize; + this->reach = ::Utility::Value::Max( this->reach, ::Oyster::Math::Float4::null ); + this->isSpatiallyAltered = this->isDisturbed = true; + } + + inline void CustomBodyState::SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos ) + { + this->centerPos.xyz = centerPos; + this->isSpatiallyAltered = this->isDisturbed = true; + } + + inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float3 &angularAxis ) + { + this->angularAxis.xyz = angularAxis; + this->isSpatiallyAltered = this->isDisturbed = true; + } + + inline void CustomBodyState::SetRotation( const ::Oyster::Math::Float4x4 &rotation ) + { + this->SetRotation( ::Oyster::Math3D::AngularAxis(rotation).xyz ); + } + + inline bool CustomBodyState::IsSpatiallyAltered() const + { + return this->isSpatiallyAltered; + } + + inline bool CustomBodyState::IsDisturbed() const + { + return this->isDisturbed; + } + } +} } + +#endif \ No newline at end of file diff --git a/Code/GamePhysics/PhysicsStructs.h b/Code/GamePhysics/PhysicsStructs.h new file mode 100644 index 00000000..c1f74640 --- /dev/null +++ b/Code/GamePhysics/PhysicsStructs.h @@ -0,0 +1,70 @@ +#ifndef PHYSICS_STRUCTS_H +#define PHYSICS_STRUCTS_H + +#include "OysterMath.h" +#include "PhysicsAPI.h" + +namespace Oyster { namespace Physics +{ + namespace Struct + { + struct SimpleBodyDescription + { + ::Oyster::Math::Float4x4 rotation; + ::Oyster::Math::Float3 centerPosition; + ::Oyster::Math::Float3 size; + ::Oyster::Math::Float mass; + ::Oyster::Math::Float4x4 inertiaTensor; + ::Oyster::Physics::ICustomBody::EventAction_Collision subscription; + bool ignoreGravity; + + SimpleBodyDescription(); + }; + + struct SphericalBodyDescription + { + ::Oyster::Math::Float4x4 rotation; + ::Oyster::Math::Float3 centerPosition; + ::Oyster::Math::Float radius; + ::Oyster::Math::Float mass; + ::Oyster::Physics::ICustomBody::EventAction_Collision subscription; + bool ignoreGravity; + + SphericalBodyDescription(); + }; + + struct CustomBodyState + { + public: + CustomBodyState( const ::Oyster::Math::Float3 &reach = ::Oyster::Math::Float3::null, + const ::Oyster::Math::Float3 ¢erPos = ::Oyster::Math::Float3::null, + const ::Oyster::Math::Float3 &rotation = ::Oyster::Math::Float3::null ); + + CustomBodyState & operator = ( const CustomBodyState &state ); + + const ::Oyster::Math::Float4 & GetReach() const; + ::Oyster::Math::Float4 GetSize() const; + const ::Oyster::Math::Float4 & GetCenterPosition() const; + const ::Oyster::Math::Float4 & GetAngularAxis() const; + ::Oyster::Math::Float4x4 GetRotation() const; + + void SetSize( const ::Oyster::Math::Float3 &size ); + void SetReach( const ::Oyster::Math::Float3 &halfSize ); + void SetCenterPosition( const ::Oyster::Math::Float3 ¢erPos ); + void SetRotation( const ::Oyster::Math::Float3 &angularAxis ); + void SetRotation( const ::Oyster::Math::Float4x4 &rotation ); + + bool IsSpatiallyAltered() const; + bool IsDisturbed() const; + + private: + ::Oyster::Math::Float4 reach, centerPos, angularAxis; + + bool isSpatiallyAltered, isDisturbed; + }; + } +} } + +#include "PhysicsStructs-Impl.h" + +#endif \ No newline at end of file diff --git a/Code/OysterMath/LinearMath.h b/Code/OysterMath/LinearMath.h index 0495939d..8bca1c19 100644 --- a/Code/OysterMath/LinearMath.h +++ b/Code/OysterMath/LinearMath.h @@ -11,6 +11,27 @@ #include "Quaternion.h" #include +namespace std +{ + template + inline ::LinearAlgebra::Vector2 asin( const ::LinearAlgebra::Vector2 &vec ) + { + return ::LinearAlgebra::Vector2( asin(vec.x), asin(vec.y) ); + } + + template + inline ::LinearAlgebra::Vector3 asin( const ::LinearAlgebra::Vector3 &vec ) + { + return ::LinearAlgebra::Vector3( asin(vec.x), asin(vec.y), asin(vec.z) ); + } + + template + inline ::LinearAlgebra::Vector4 asin( const ::LinearAlgebra::Vector4 &vec ) + { + return ::LinearAlgebra::Vector4( asin(vec.x), asin(vec.y), asin(vec.z), asin(vec.w) ); + } +} + // x2 template @@ -233,6 +254,18 @@ namespace LinearAlgebra2D namespace LinearAlgebra3D { + template + inline ::LinearAlgebra::Vector4 AngularAxis( const ::LinearAlgebra::Matrix3x3 &rotationMatrix ) + { + return ::std::asin( ::LinearAlgebra::Vector4(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) ); + } + + template + inline ::LinearAlgebra::Vector4 AngularAxis( const ::LinearAlgebra::Matrix4x4 &rotationMatrix ) + { + return ::std::asin( ::LinearAlgebra::Vector4(rotationMatrix.v[1].z, rotationMatrix.v[2].x, rotationMatrix.v[0].y, 1) ); + } + template inline ::LinearAlgebra::Matrix4x4 & TranslationMatrix( const ::LinearAlgebra::Vector3 &position, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { @@ -286,7 +319,9 @@ namespace LinearAlgebra3D template inline ::LinearAlgebra::Matrix3x3 & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix3x3 &targetMem = ::LinearAlgebra::Matrix3x3() ) - { return ::LinearAlgebra2D::RotationMatrix( radian, targetMem ); } + { + return ::LinearAlgebra2D::RotationMatrix( radian, targetMem ); + } template inline ::LinearAlgebra::Matrix4x4 & RotationMatrix_AxisZ( const ScalarType &radian, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) @@ -300,7 +335,21 @@ namespace LinearAlgebra3D } template - ::LinearAlgebra::Matrix4x4 & RotationMatrix( const ::LinearAlgebra::Vector3 &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4 &targetMem ) + inline ::LinearAlgebra::Matrix4x4 RotationMatrix( const ::LinearAlgebra::Vector3 &angularAxis ) + { + ScalarType radian = angularAxis.GetMagnitude(); + if( radian != 0 ) + { + return RotationMatrix( angularAxis / radian, radian ); + } + else + { + return ::LinearAlgebra::Matrix4x4::identity; + } + } + + template + ::LinearAlgebra::Matrix4x4 & RotationMatrix( const ::LinearAlgebra::Vector3 &normalizedAxis, const ScalarType &radian, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { /// TODO: not verified ScalarType r = radian * 0.5f, s = std::sin( r ), @@ -462,7 +511,7 @@ namespace LinearAlgebra3D ::LinearAlgebra::Matrix4x4 & ProjectionMatrix_Perspective( const ScalarType &vertFoV, const ScalarType &aspect, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ), - dDepth = farClip / (farClip - nearClip); + dDepth = farClip / (farClip - nearClip); return targetMem = ::LinearAlgebra::Matrix4x4( fov / aspect, 0, 0, 0, 0, fov, 0, 0, 0, 0, dDepth, -(dDepth * nearClip), @@ -473,7 +522,7 @@ namespace LinearAlgebra3D ::LinearAlgebra::Matrix4x4 & ProjectionMatrix_Perspective( const ScalarType &left, const ScalarType &right, const ScalarType &top, const ScalarType &bottom, const ScalarType &nearClip, const ScalarType &farClip, ::LinearAlgebra::Matrix4x4 &targetMem = ::LinearAlgebra::Matrix4x4() ) { /** @todo TODO: not tested */ ScalarType fov = 1 / ::std::tan( vertFoV * 0.5f ), - dDepth = farClip / (farClip - nearClip); + dDepth = farClip / (farClip - nearClip); return targetMem = ::LinearAlgebra::Matrix4x4( 2*nearClip/(right - left), 0, -(right + left)/(right - left), 0, 0, 2*nearClip/(top - bottom), -(top + bottom)/(top - bottom), 0, 0, 0, dDepth, -(dDepth * nearClip), diff --git a/Code/OysterMath/OysterMath.cpp b/Code/OysterMath/OysterMath.cpp index 421ebc0b..cf9fa8ae 100644 --- a/Code/OysterMath/OysterMath.cpp +++ b/Code/OysterMath/OysterMath.cpp @@ -81,20 +81,45 @@ namespace Oyster { namespace Math2D namespace Oyster { namespace Math3D { + Float4 AngularAxis( const Float3x3 &rotationMatrix ) + { + return ::LinearAlgebra3D::AngularAxis( rotationMatrix ); + } + + Float4 AngularAxis( const Float4x4 &rotationMatrix ) + { + return ::LinearAlgebra3D::AngularAxis( rotationMatrix ); + } + Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::TranslationMatrix( position, targetMem ); } + { + return ::LinearAlgebra3D::TranslationMatrix( position, targetMem ); + } Float4x4 & RotationMatrix_AxisX( const Float &radian, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix_AxisX( radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix_AxisX( radian, targetMem ); + } Float4x4 & RotationMatrix_AxisY( const Float &radian, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix_AxisY( radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix_AxisY( radian, targetMem ); + } Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix_AxisZ( radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix_AxisZ( radian, targetMem ); + } + + Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem ) + { + return targetMem = ::LinearAlgebra3D::RotationMatrix( angularAxis ); + } Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem ) - { return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem ); } + { + return ::LinearAlgebra3D::RotationMatrix( normalizedAxis, radian, targetMem ); + } Float3x3 & InverseRotationMatrix( const Float3x3 &rotation, Float3x3 &targetMem ) { diff --git a/Code/OysterMath/OysterMath.h b/Code/OysterMath/OysterMath.h index ab3b307f..72fe7478 100644 --- a/Code/OysterMath/OysterMath.h +++ b/Code/OysterMath/OysterMath.h @@ -147,6 +147,12 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized { using namespace ::Oyster::Math; // deliberate inheritance from ::Oyster::Math namespace + //! Extracts the angularAxis from rotationMatrix + Float4 AngularAxis( const Float3x3 &rotationMatrix ); + + //! Extracts the angularAxis from rotationMatrix + Float4 AngularAxis( const Float4x4 &rotationMatrix ); + /// Sets and returns targetMem to a translationMatrix with position as translation. Float4x4 & TranslationMatrix( const Float3 &position, Float4x4 &targetMem = Float4x4() ); @@ -159,6 +165,9 @@ namespace Oyster { namespace Math3D /// Oyster's native math library specialized /// Sets and returns targetMem as an counterclockwise rotation matrix around the global Z-axis Float4x4 & RotationMatrix_AxisZ( const Float &radian, Float4x4 &targetMem = Float4x4() ); + /// Sets and returns targetMem as an counterclockwise rotation matrix around the angularAxis. + Float4x4 & RotationMatrix( const Float3 &angularAxis, Float4x4 &targetMem = Float4x4() ); + /// Sets and returns targetMem as an counterclockwise rotation matrix around the normalizedAxis. /// Please make sure normalizedAxis is normalized. Float4x4 & RotationMatrix( const Float &radian, const Float3 &normalizedAxis, Float4x4 &targetMem = Float4x4() ); From c740bd593566070d744d1eb562ede6e1c88bd5b9 Mon Sep 17 00:00:00 2001 From: Robin Engman Date: Thu, 12 Dec 2013 10:02:35 +0100 Subject: [PATCH 14/14] Added some data to PhysicsAPI GetRigidLinearVelocity() and void* as reference to game object. --- Bin/Content/Shaders/TextureDebug.cso | Bin 14560 -> 14560 bytes .../Implementation/SimpleRigidBody.cpp | 6 ++++++ .../Implementation/SimpleRigidBody.h | 1 + .../Implementation/SphericalRigidBody.cpp | 5 +++++ .../Implementation/SphericalRigidBody.h | 1 + Code/GamePhysics/PhysicsAPI.h | 10 ++++++++++ 6 files changed, 23 insertions(+) diff --git a/Bin/Content/Shaders/TextureDebug.cso b/Bin/Content/Shaders/TextureDebug.cso index 0dc6bcffa9d17cf2aa80d41dbe8b05fa689ed0ac..23c9aa238f2caca3ef27eaef75cc83f52464c37c 100644 GIT binary patch delta 623 zcmaD*_@Ge4CBn&h70aI$-5H{x-{K2bK8^fgxKZQ+kA#2a${;*$!r)yt7q|OPHaFxp|CxW{E;jYC(Q+W=Vcg<>Xo7rjvEV#YM`%lIcLnB7~%; zxVH!nT`stEm`;|I=ogTFWWcxvXs_n8s5{6Ojs6XSu+du84E8Ba`R z)%9m~=t!L$uA3_p4^%|Jzd{mt6gW&y)=QlHfQLmASLD2({8!HeR{*$AuG8noB?$^0 zZcA363%P(86j^pa3<82c%nrmoK+FlmAOKRQ1jHOb3{uZFS&(EqQO9|2|#=v Qh%JCJAaG*yUxUZ&0A8h{KmY&$ delta 494 zcmaD*_@Ge4CBn&>|Fq1T6$_ab$!`j??QVUnv{B>&kHmxQIYEpJ3=Hz;J|3t}>GPdk z_Pus_LGp~ve|VlSZkFIrVAKo-N(TY)5+HsD#1BF0(SQX|jB)Zp0sF}dm@GCw5a3|r z4`2qWakh$aNz8M~Oe~)KK-Zm{A=xS>B{44v#9yy(I(e437#m#Lbn;Jeejpbr>o7S+ zqGfW5u~EaaNE_@McBkWX8=8r0y^=F4??S)}5bm&16bNK>+icp;I zjp|hH$@O}PK<~;-e!#;bi7Om0PyVZCg7B2-rigid.GetView(); } +Float3 SimpleRigidBody::GetRigidLinearVelocity() const +{ + return this->rigid.GetLinearVelocity(); +} + + UpdateState SimpleRigidBody::Update( Float timeStepLength ) { this->rigid.Update_LeapFrog( timeStepLength ); diff --git a/Code/GamePhysics/Implementation/SimpleRigidBody.h b/Code/GamePhysics/Implementation/SimpleRigidBody.h index 774420c5..9eefeb48 100644 --- a/Code/GamePhysics/Implementation/SimpleRigidBody.h +++ b/Code/GamePhysics/Implementation/SimpleRigidBody.h @@ -18,6 +18,7 @@ namespace Oyster { namespace Physics State GetState() const; State & GetState( State &targetMem ) const; void SetState( const State &state ); + ::Oyster::Math::Float3 GetRigidLinearVelocity() const; void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); bool IsAffectedByGravity() const; diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp index 34160192..364d7454 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.cpp +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.cpp @@ -126,6 +126,11 @@ Float4x4 & SphericalRigidBody::GetView( Float4x4 &targetMem ) const return targetMem = this->rigid.GetView(); } +Float3 SphericalRigidBody::GetRigidLinearVelocity() const +{ + return this->rigid.GetLinearVelocity(); +} + UpdateState SphericalRigidBody::Update( Float timeStepLength ) { this->rigid.Update_LeapFrog( timeStepLength ); diff --git a/Code/GamePhysics/Implementation/SphericalRigidBody.h b/Code/GamePhysics/Implementation/SphericalRigidBody.h index 1aca514d..4d003f99 100644 --- a/Code/GamePhysics/Implementation/SphericalRigidBody.h +++ b/Code/GamePhysics/Implementation/SphericalRigidBody.h @@ -19,6 +19,7 @@ namespace Oyster { namespace Physics State GetState() const; State & GetState( State &targetMem = State() ) const; void SetState( const State &state ); + ::Oyster::Math::Float3 GetRigidLinearVelocity() const; void CallSubscription( const ICustomBody *proto, const ICustomBody *deuter ); bool IsAffectedByGravity() const; diff --git a/Code/GamePhysics/PhysicsAPI.h b/Code/GamePhysics/PhysicsAPI.h index 387bf0e6..84a3d639 100644 --- a/Code/GamePhysics/PhysicsAPI.h +++ b/Code/GamePhysics/PhysicsAPI.h @@ -243,6 +243,11 @@ namespace Oyster SubscriptMessage_ignore_collision_response }; + /******************************************************** + * @param gameObjectRef: a pointer to the object in the game owning the rigid body. + ********************************************************/ + void* gameObjectRef; + typedef SubscriptMessage (*EventAction_Collision)( const ICustomBody *proto, const ICustomBody *deuter ); typedef Struct::SimpleBodyDescription SimpleBodyDescription; typedef Struct::SphericalBodyDescription SphericalBodyDescription; @@ -271,6 +276,11 @@ namespace Oyster ********************************************************/ virtual State & GetState( State &targetMem ) const = 0; + /******************************************************** + * @return the linear velocity of the rigid body in a vector. + ********************************************************/ + virtual Math::Float3 GetRigidLinearVelocity() const = 0; + /******************************************************** * @todo TODO: need doc ********************************************************/